Add: Auto NPC initiative
Group (default), On or Off
Determines how NPC initiative is determined when NPCs are added to the combat tracker. If set to On, initiative is rolled whenever an NPC is added to the Combat Tracker. If set to Off, initiative will not be rolled when an NPC is added to the Combat Tracker. Initiative is determined by the GM when they initiate initiative rolls via the menu option on the Combat Tracker. If set to Group, the initiative of the first NPC of each type added to the CT will be rolled randomly and subsequent NPCs of the same type will use the same initiative as the first.
Add: NPC Numbering
Append (Default), Random or Off
When adding an NPC to the CT, this option determines whether a unique number is appended to the NPC name. When set to Append, the next available number starting from 1 will be used. When set to Random, a random number will be used.
NPC: Rolls (Variable or Fixed)
Variable (default) or Fixed
Determines damage dealt by NPCs on damage rolls. If set to Fixed then damage dealt is the average damage dealt by that creature according to its character sheet. If set to variable then a dice is rolled to compute damage. e.g a Goblin would deal 5 points of fixed damage or 1d6+2 points of variable damage.
Player: Ring Bell on Turn
Off (Default) or On
When turned on and a PC is activated in the CT that is controlled by a user in the session, a bell sound will be played on the user's machine.
Player: Show turn order
On (default), Friendly or Off
Determines how much information players are given about turn order. When set to On players will see all PCs and NPCs on the combat tracker with initiative and in the correct turn order. If set to off players will have no information on what initiative rolls were made by any creature on the Combat Tracker and creatures will not show in initiative turn order. If set to Friendly players will know the initiative of the player characters only.
Turn: Show effects
Off (Default) or On
When turned on, any effects on a creature will be displayed in the chat window as part of the turn notification message.
Turn: Skip Hidden NPC
On (Default) or Off
Determines whether a hidden NPC's turn is skipped or not. If an NPC is currently not visible to the players then if this option is set to On the NPC will be skipped over on the Combat Tracker so that the players continue to be unaware of the NPC. If set to Off then the Combat Tracker will stop at the NPC's turn as normal.
Turn: Stop at round start
Off (Default) or On
When turned on and the turn marker in the CT is advanced past the end of the actor list using the Next Actor button, then the first actor in the CT will not be activated until the Next Actor button is pressed again.
View: Bar colors
Standard (default) or Tiered
Provides different colour modes to health bars. In Standard mode the health bars move from green through yellow (50%) to red. In Tiered mode the colour change is more gradual from green, light green (<75%),yellow(<50%), orange (<25%) and red (>25%).
View: Health - Ally
Detailed (default), Status and Off
Determines how much information about ally health is shown on the player's Combat Tracker. Detailed shows all Hit points, temporary hit points and wounds for all player characters. Status replaces the numbers with a health category which changes at 25% intervals approximately showing light, moderate, heavy and critical wounds. Off shows no information about player and ally wounds at all on the Combat Tracker.
View: Health - non ally
Status (default), Detailed or Off
Determines visibility of NPC health information on player's Combat Tracker. Status shows wound categories at approximately 25% intervals with light, moderate, heavy and critical wounds. Detailed shows full hit points, temporary hit points and wounds of NPCs to players and Off shows no information about NPC health to players at all.
View: Wound Categories
Simple (default) or Detailed
When general health status is displayed in the player CT, this option determines whether the information is simple (Healthy, Wounded, Heavy, Dying) or more detailed (Healthy, Light, Moderate, Heavy, Critical, Dying).